Monster
Monastic Infiltrator
Outside your table’s allowed sources
Official reference · CRCotN · 2014
- Creature type
- Humanoid
- Size
- Small/Medium
- Armor class
- 18 (Unarmored Defense)
- Hit points
- 112 (15d8 + 45)
- Speed
- Walk 50 ft.
- Challenge rating
- 6
- Alignment
- Any alignment
- Strength
- 13
- Dexterity
- 20
- Constitution
- 16
- Intelligence
- 15
- Wisdom
- 17
- Charisma
- 16
- Passive Perception
- 16
- Saving Throws
- dex: +8; wis: +6
- Skills
- acrobatics: +8; deception: +9; perception: +6; stealth: +11
- Languages
- Common plus three other languages
- Resistances
- psychic
- Condition Immunities
- charmed
Traits
Guarded Mind
Spells and other effects can't read the infiltrator's thoughts or determine if the infiltrator is lying. Creatures can communicate telepathically with the infiltrator only if it allows such contact.
Unarmored Defense
While the infiltrator is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack
The infiltrator makes three Unarmed Strike attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) force damage.
Bonus actions
Cunning Action
The infiltrator takes the Dash or Disengage action.
Reactions
Retaliating Strike
When a creature within 5 feet of the infiltrator hits or misses the infiltrator with a melee attack, the infiltrator makes one Unarmed Strike attack against the attacker.
The infiltrator casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):
At will: disguise self
2/day each: detect thoughts, invisibility
1/day each: dimension door, zone of truth